Modding Progress

A hub for everything related to NBA 2K17 modding. Releases, previews, requests, and other modding discussion belongs here.

Re: Modding Progress

Postby TBM on Sat Oct 01, 2016 5:37 am

PeacemanNOT wrote:This is a great solution, nice work maumau. Obviously uploading a 900MB file along with each mod is out of the question. Perhaps you can make a tutorial for it?


No tutorial necessary. Literally just open sync.bin in a hex editor, search for the iff, and rename it.
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Re: Modding Progress

Postby Dee4Three on Sat Oct 01, 2016 5:37 am

TBM wrote:Probably, yes, but you'd only have to hex edit for the mods you have installed. As in, if you don't have a Knicks court mod, no need to hex edit for that file in sync.bin.


Yeah, it wouldn't be that bad.
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Re: Modding Progress

Postby seanbarkley on Sat Oct 01, 2016 5:38 am

Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!
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Re: Modding Progress

Postby PeacemanNOT on Sat Oct 01, 2016 5:39 am

TBM wrote:
PeacemanNOT wrote:This is a great solution, nice work maumau. Obviously uploading a 900MB file along with each mod is out of the question. Perhaps you can make a tutorial for it?


No tutorial necessary. Literally just open sync.bin in a hex editor, search for the iff, and rename it.

We will definetly need to make a tutorial. Not everyone knows how to hex edit or what to even do. As simple as it is, you're going to need a tutorial. Be realistic man, the amount of people saying 'this doesnt work' will be huge if we don't. Let maumau make it since he discovered it.
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Re: Modding Progress

Postby maumau78 on Sat Oct 01, 2016 5:43 am

PeacemanNOT wrote:
TBM wrote:
PeacemanNOT wrote:This is a great solution, nice work maumau. Obviously uploading a 900MB file along with each mod is out of the question. Perhaps you can make a tutorial for it?


No tutorial necessary. Literally just open sync.bin in a hex editor, search for the iff, and rename it.

We will definetly need to make a tutorial. Not everyone knows how to hex edit or what to even do. As simple as it is, you're going to need a tutorial. Be realistic man, the amount of people saying 'this doesnt work' will be huge if we don't. Let maumau make it since he discovered it.


I'll make a tutorial then :o

Two more things:

- 7zipped SYNC.BIN is not that huge
- With readonly option 2k updates won't update the file
- If I get some free time I can write a simple app that allow you to select what's 2K Update you want ingame

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Re: Modding Progress

Postby Dee4Three on Sat Oct 01, 2016 5:44 am

seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!


Now that you mention it.. read-only MAY work.

In NBA 2K14, in order to change Julius Ervings face (because he was added in the game later), you had to make Ervings PNG.iff a "Read-Only" in the downloads (auto-update) folder. That way, when you placed the new Erving PNG.iff you wanted in the main directory, it would actually show up in game. This was the same with Nbaball.iff.

I bet you the Read-Only way will def work. The only thing with that is: If a Patch comes through and it holds a fix we want, we would want the Sync.bin to update. At that point, we would have to hex edit it.
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Re: Modding Progress

Postby TBM on Sat Oct 01, 2016 5:45 am

seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!


Pretty sure the same method we used for extracting in 2K16 will work.
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Re: Modding Progress

Postby seanbarkley on Sat Oct 01, 2016 5:49 am

TBM wrote:
seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!


Pretty sure the same method we used for extracting in 2K16 will work.


Hey wait! was there a method in 2K16??
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Re: Modding Progress

Postby CarolusXCI on Sat Oct 01, 2016 5:51 am

Dee4Three wrote:
seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!


Now that you mention it.. read-only MAY work.

In NBA 2K14, in order to change Julius Ervings face (because he was added in the game later), you had to make Ervings PNG.iff a "Read-Only" in the downloads (auto-update) folder. That way, when you placed the new Erving PNG.iff you wanted in the main directory, it would actually show up in game. This was the same with Nbaball.iff.

I bet you the Read-Only way will def work. The only thing with that is: If a Patch comes through and it holds a fix we want, we would want the Sync.bin to update. At that point, we would have to hex edit it.


According to the maumau's method, you can always open the sync.bin and change the file in order to be able to use the mods you want. The changes are minor if I understood correctly, I mean, just a matter of searching for the name of the file and changing to a random name). So if we know that a new patch is coming, we can disable the read-only option and edit again the file afterwards. It's annoying but it's better than nothing. And besides, after a while 2k stops uploading patches so it's ok.
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Re: Modding Progress

Postby ©roke on Sat Oct 01, 2016 5:52 am

seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!

Tell me you're already trying to change some shoe layers in the shoe_global or whatever file applies colours to shoes :mrgreen:
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Re: Modding Progress

Postby maumau78 on Sat Oct 01, 2016 5:56 am

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Re: Modding Progress

Postby Dee4Three on Sat Oct 01, 2016 6:00 am

maumau78 wrote:[ Image ]

I use EditPad PRO Free version....as you can see "replace" all is very useful


I'm going to make a possibly stupid comment.

So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.

Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.
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Re: Modding Progress

Postby TBM on Sat Oct 01, 2016 6:02 am

seanbarkley wrote:
TBM wrote:
seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!


Pretty sure the same method we used for extracting in 2K16 will work.


Hey wait! was there a method in 2K16??


Yeah, we were able to extract files from sync.bin last year. Importing we couldn't do, but exporting worked fine.
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Re: Modding Progress

Postby TBM on Sat Oct 01, 2016 6:03 am

Dee4Three wrote:
maumau78 wrote:[ Image ]

I use EditPad PRO Free version....as you can see "replace" all is very useful


I'm going to make a possibly stupid comment.

So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.

Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.


The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.
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Re: Modding Progress

Postby seanbarkley on Sat Oct 01, 2016 6:08 am

©roke wrote:
seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!

Tell me you're already trying to change some shoe layers in the shoe_global or whatever file applies colours to shoes :mrgreen:


LOL, I wanted to, but when I saw my wife face...LOL!

Maybe I'll try in some hours when se falls asleep... :lol:
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Re: Modding Progress

Postby CarolusXCI on Sat Oct 01, 2016 6:09 am

TBM wrote:
Dee4Three wrote:
maumau78 wrote:[ Image ]

I use EditPad PRO Free version....as you can see "replace" all is very useful


I'm going to make a possibly stupid comment.

So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.

Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.


The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.


Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?
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Re: Modding Progress

Postby TGsoGood on Sat Oct 01, 2016 6:19 am

CarolusXCI wrote:
TBM wrote:
Dee4Three wrote:
maumau78 wrote:[ Image ]

I use EditPad PRO Free version....as you can see "replace" all is very useful


I'm going to make a possibly stupid comment.

So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.

Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.


The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.


Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?


This sounds like a good solution... Also fyi I saw on reddit a patch is pending approval on steam. So we should be seeing a sync.bin update.soon. which means updated roster.iff
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Re: Modding Progress

Postby seanbarkley on Sat Oct 01, 2016 6:20 am

CarolusXCI wrote:
TBM wrote:
Dee4Three wrote:
maumau78 wrote:[ Image ]

I use EditPad PRO Free version....as you can see "replace" all is very useful


I'm going to make a possibly stupid comment.

So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.

Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.


The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.


Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?


Yes in theory. What I did now was rename all the roster files inside sync to see if the original one appeared and it worked. Other thing is the method to edit the original roster file bc afaik it has a checksum. Not a problem at all since we have those chinese editors.
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Re: Modding Progress

Postby seanbarkley on Sat Oct 01, 2016 6:23 am

TBM wrote:
seanbarkley wrote:
TBM wrote:
seanbarkley wrote:
Dee4Three wrote:So does this mean that we would have to hex edit the sync.bin after every update? Because won't the update just overwrite the current sync.bin?


Maybe, we'll have to see how the "read-only" option works in the file, we'll see. But this is a really huge hope.

If we find a workaround to figure this out, and a way to extract files from sync (like rosters, CFs, uniforms, shoes and the like), so they can be modded... man... the sky will be the limit!


Pretty sure the same method we used for extracting in 2K16 will work.


Hey wait! was there a method in 2K16??


Yeah, we were able to extract files from sync.bin last year. Importing we couldn't do, but exporting worked fine.


Oh yeah, Mauro's method. The problem with it is that when you extract it the files are all scattered and not inside their iff containers as they should.

I've tried the method but weirdly it didn't work, wasn't able to extract roster files, just 5-6 files. Maybe I'm doing something wrong, could you give it a try man?
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Re: Modding Progress

Postby TGsoGood on Sat Oct 01, 2016 6:25 am

How do the chinese editors effect checksum?
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Re: Modding Progress

Postby seanbarkley on Sat Oct 01, 2016 6:39 am

TGsoGood wrote:How do the chinese editors effect checksum?


Afaik (I may be wrong) Chinese editor do the changes while the game is loaded so, when u save the roster it is the game the one which is saving the file. As we did it other years (with hex editor and so) it was the user who had to figure out the checksum method, parts checksumed... it was basically hit or miss.
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Re: Modding Progress

Postby TGsoGood on Sat Oct 01, 2016 6:56 am

The games saves rosters as a fifferent file type right? That wouldn't work for roster.iff, if so
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Re: Modding Progress

Postby TBM on Sat Oct 01, 2016 7:23 am

CarolusXCI wrote:
TBM wrote:
Dee4Three wrote:
maumau78 wrote:[ Image ]

I use EditPad PRO Free version....as you can see "replace" all is very useful


I'm going to make a possibly stupid comment.

So I'm seeing the roster.iff. Is there anything we can do with this? like, if open up the roster.iff usinh hex editing (remember, this might be stupid...), is it possible to break into the default roster that is in there and possibly change values/add lines to add new teams.

Don't call me stupid, I already admitted it may be a dumb question.. haha. I have just never tried hex editing so I don't know how that works.


The roster, if I'm remembering correctly, is editable, but since there's no way to import back into the sync.bin, editing the roster is useless.


Question: is it possible to edit the default roster.iff and then we change the sync.bin file (just like the guys just did to the knicks court), making the game not load the roster update contained in it?


It's not possible to edit the original roster, so no. Offline roster editing is very unlikely. I think we need to come to terms with that.
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Re: Modding Progress

Postby Dee4Three on Sat Oct 01, 2016 8:21 am

Im messing with the Roster.RDAT file that's inside the Roster.iff to see if I can figure anything out. I exported Roster.iff using Gregs tool from last year.

I am having trouble decoding it..
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Re: Modding Progress

Postby Dee4Three on Sat Oct 01, 2016 8:26 am

This is a mess....
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